实现 英雄联盟 摄像机移动方式

using System;
using UnityEngine;
/// <summary>
/// 方便其他地方找到2d摄像机 和NGUI的root
/// 本脚本挂在NGUI创建的 UI Root物体上
/// </summary>
public class NGUIRoot : UnitySingleton<NGUIRoot>
{
    public Camera Camera2d; //手动面板赋值
    public Camera Camera3d; //手动面板赋值
    //5个NGUI的锚点 UIAnchor.cs
    [HideInInspector]
    public Transform leftDir;
    [HideInInspector]
    public Transform rightDir;
    [HideInInspector]
    public Transform topDir;
    [HideInInspector]
    public Transform downDir;
    [HideInInspector]
    public Transform centerDir;
    [HideInInspector]
    public GameObject rootObj;
    void Awake()
    {

        if (Camera3d == null || Camera2d == null)
        {
            Debug.LogError("worldcamera == null || uiCamera == null  清手动面板赋值");
        }

        DontDestroyOnLoad(gameObject);
        DontDestroyOnLoad(Camera3d.gameObject);
        rootObj = gameObject;
        Creat5Anchor();

    }
    //代码创建5个5个NGUI的锚点 UIAnchor.cs
    void Creat5Anchor()
    {
        CreatAnchor("leftDir", UIAnchor.Side.Left, ref leftDir);
        CreatAnchor("rightDir", UIAnchor.Side.Right, ref rightDir);
        CreatAnchor("topDir", UIAnchor.Side.Top, ref topDir);
        CreatAnchor("downDir", UIAnchor.Side.Bottom, ref downDir);
        CreatAnchor("centerDir", UIAnchor.Side.Center, ref centerDir);
    }
    void CreatAnchor(string name, UIAnchor.Side side, ref Transform t)
    {
        GameObject go = null;
        UIAnchor ua = null;
        go = new GameObject(name);
        ua = go.AddComponent<UIAnchor>();
        ua.side = side;
        ua.uiCamera = Camera2d;
        ua.runOnlyOnce = false;
        go.transform.SetParent(rootObj.transform);
        t = go.transform;
    }
    /// <summary>
    /// 在3d世界中获取相对于屏幕的上下左右方向
    /// </summary>
    /// <param name="dir"></param>
    /// <returns></returns>
    public Vector3 GetSreenDir(Dir dir)
    {
        Vector3 dirPos = Vector3.zero;
        Vector3 centerPos = Vector3.zero;
        switch (dir)
        {
            case Dir.f:
                dirPos = NguiToWorld(topDir.position);
                break;
            case Dir.d:
                dirPos = NguiToWorld( downDir.position);
                break;
            case Dir.l:
                dirPos = NguiToWorld(leftDir.position);
                break;
            case Dir.r:
                dirPos = NguiToWorld(rightDir.position);
                break;
        }
        centerPos = NguiToWorld(centerDir.position);
        return (dirPos - centerPos).normalized;
    }
    /// <summary>
    /// NGUI 坐标转世界坐标
    /// </summary>
    /// <param name="worldcamera"></param>
    /// <param name="uiCamera"></param>
    /// <param name="uiPos"></param>
    /// <returns></returns>
    public static Vector3 NguiToWorld(Vector3 uiPos)
    {

        Vector3 pos = _2dCamera.WorldToScreenPoint(uiPos);         //NGUI坐标转屏幕坐标
        pos.z = 1f;//设置为零时转换后的pos全为0,屏幕空间的原因,被坑过的我提醒大家,切记要改!
        pos = _3dCamera.ScreenToWorldPoint(pos);    //屏幕坐标转NGUI坐标
        pos.y = 0f;
        return pos;
    }
    public static Camera _3dCamera
    {
        get
        {
            return NGUIRoot.Instance.Camera3d;
        }
    }
    public static Camera _2dCamera
    {
        get
        {
            return NGUIRoot.Instance.Camera2d;
        }
    }
}

//方向
public enum Dir
{
    f,
    d,
    l,
    r,
}



using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

/// <summary>

/// 摄像机移动脚本,有两种移动方式,A跟随角色移动,B鼠标超过屏幕边缘移动,就是鼠标在屏幕上方时,摄像机向前移动

/// 默认摄像机是MainCamera,角色是"Player"标签查找

/// 本脚本随便挂在一个场景中的物体上

/// </summary>

public class CameraFollowPlayer : MonoBehaviour
{

    Camera camera;//场景相机

    GameObject player;//玩家角色

    /// <summary>

    /// 摄像机相对角色的拉远拉近缩放速度.

    /// </summary>

    public float forwardAndBackZoomSpeed = 13f;

    /// <summary>

    /// 摄像机与角色最大最小距离

    /// </summary>

    public float withPlayerDistanceMin = 3.9f;

    public float withPlayerDistanceMax = 37f;

    //跟随平滑速度

    public float SmoothSpeed = 1.7f;

    public float CameramoveSpeed = 7f;

    //摄像机移动方式

    public enum CameraMoveType

    {

        FollowPlayerMove,//跟随角色移动

        MouseExceedScreenFrameMove,//鼠标超过屏幕边缘移动

    }

    public CameraMoveType cameraMoveType = CameraMoveType.MouseExceedScreenFrameMove;



    public bool GetCamera()

    {

        if (!camera)

        {

            camera = Camera.main;

        }

        return camera != null ? true : false;

    }

    public bool GetPlayer()

    {

        if (!player)

        {

            player = GameObject.FindWithTag("Player");

        }

        return player != null ? true : false;

    }

    public Transform cameraT
    {
        get
        {

            if (GetCamera() == false)
            {
                Debug.LogError("no Camera");

                return null;

            }

            return camera.transform;

        }

    }

    public Vector3 cameraPos

    {

        get

        {

            return cameraT.position;

        }

    }

    public Transform PlayerT

    {

        get

        {

            if (GetPlayer() == false)

            {

                Debug.LogError("no Player");

                return null;

            }

            return player.transform;

        }

    }

    public Vector3 PlayerPos

    {

        get

        {

            return PlayerT.position;

        }

    }

    /// <summary>

    ///  cameraPos -PlayerPos的摄像机减角色的偏移值.

    /// </summary>

    Vector3 offset;

    Quaternion cameraOriginalRotation;//相机初始旋转.

    Quaternion cameraCurrentRotation;//相机当前旋转.

    Vector3 OriginalForwardPoint;

    // Use this for initialization

    void Start()

    {

        StartGameTimeCameraMoveToFollowPlayer();

        offset = cameraPos - PlayerPos;

    }

    // Update is called once per frame

    void Update()

    {



        ScrollView();

        if (cameraMoveType == CameraMoveType.MouseExceedScreenFrameMove)

        {

            MouseExceedScreenFrameMove();

            isMouseExceed = true;

            RotationView(cameraT, PlayerT, ref offset, 3f, 3f, 0.5f);

        }

    }

    private bool isMouseExceed = false;

    private bool isFollwInit = false;

    void FixedUpdate()

    {

        if (cameraMoveType == CameraMoveType.FollowPlayerMove)

        {

            //第一种情况,切换过来

            if (isMouseExceed)

            {

                StartGameTimeCameraMoveToFollowPlayer();

                isMouseExceed = false;

            }

            else//第二种一开始就是跟随模式

            {

                if (!isFollwInit)

                {

                    isFollwInit = true;

                    StartGameTimeCameraMoveToFollowPlayer();

                }

            }

            FollowPlayer();

        }

    }

    /// <summary>

    /// 跟随角色

    /// </summary>

    void FollowPlayer()

    {

        Vector3 targetPos = PlayerT.position + offset;

        //误差大于0.1f 才移动
        
        if (Vector3.Distance(cameraPos, targetPos)> 0.1f)
        {

            cameraT.position = Vector3.Lerp(cameraPos, targetPos, SmoothSpeed * Time.deltaTime);

        }

    }

    private bool isFollow = false;

    /// <summary>

    /// 开始游戏时,摄像机对准角色初始位置

    /// </summary>

    void StartGameTimeCameraMoveToFollowPlayer()

    {

        cameraOriginalRotation = Quaternion.Euler(62f, -114f, -7f);

        cameraT.rotation = cameraOriginalRotation;

        cameraT.position = new Vector3(PlayerT.position.x + 3f, PlayerT.position.y + 9f, PlayerT.position.z + 1f);

    }

    /// <summary>

    /// 鼠标滚轮拉近拉运摄像机.

    /// </summary>

    void ScrollView()

    {

        if (Input.GetAxis("Mouse ScrollWheel") != 0)

        {

            float distance = Vector3.Distance(cameraPos, PlayerPos);// 摄像机与角色的距离;

            distance += Input.GetAxis("Mouse ScrollWheel") * forwardAndBackZoomSpeed;

            distance = Mathf.Clamp(distance, withPlayerDistanceMin, withPlayerDistanceMax);//限制缩减的最小最大距离

            offset = offset.normalized * distance; //更新摄像机与角色位置偏移,使摄像机与角色位置偏移除去距离变成方向的向量 在乘以距离就是要偏移的位置.

            cameraT.position = PlayerT.position + offset;

        }

    }

    float timer;

    bool startRotate;

    /// <summary>

    ///鼠标右键按下, 实现摄像机对角色左右上下旋转.time =按下右键多长才旋转.

    /// </summary>

    void RotationView(Transform cameraT, Transform playerT, ref Vector3 offset, float LeftRMoveSpeed, float UpDMoveSpeed, float time)

    {

        if (Input.GetMouseButtonDown(1))

        {

            //Debug.Log ( "鼠标右键瞬间按下=" + Time.realtimeSinceStartup );

            timer = Time.realtimeSinceStartup;

            startRotate = false;

        }

        if (!Input.GetMouseButton(1))

        {

            //Debug.Log ( "鼠标右键弹起=" + Time.realtimeSinceStartup );

            return;

        }

        if (Input.GetMouseButton(1))

        {

            // Debug.Log ( "鼠标右键按下中=" + Time.realtimeSinceStartup + "))result=" +( timer + time <= Time.realtimeSinceStartup?"true":"false ") );

            if (timer + time <= Time.realtimeSinceStartup)

            {

                startRotate = true;

            }

        }

        if (startRotate)

        {

            float RotateThreshold = 0.1f;//旋转阀值,超过才旋转

            //旋转前让摄像机与角色对齐

            //让摄像机rotation.z归0

            //摄像机.position.x== 角色.position.x

            //transform.RotateAround旋转会修改position和rotation

            //======开始旋转===

            //===左右旋转=====

            if (Input.GetAxis("Mouse X") > RotateThreshold || Input.GetAxis("Mouse X") < -RotateThreshold)

            {

                // Debug.Log ( Input.GetAxis ( "Mouse X" ) );

                //transform.RotateAround(角色位置,角色.transform.up,rotateSpeed *Input.GetAxis ("Mouse X") );//绕角色位置这个点,绕Y轴旋转. 注意:旋转的时候不能一直在修改相机的位置,造成旋转错误.

                cameraT.RotateAround(playerT.position, playerT.up, LeftRMoveSpeed * Input.GetAxis("Mouse X"));//绕角色位置这个点,绕Y轴旋转. 注意:旋转的时候不能一直在修改相机的位置,造成旋转错误.

                offset = cameraT.position - playerT.position;//旋转后摄像机位置改变,更新摄像机与角色位置偏移

            }

            //===左右旋转=====

            //===上下旋转====

            //旋转前记录一下摄像机的旋转和位置.如果旋转超过限定的边界,就恢复.就是让旋转无效

            //旋转会修改position和rotation

            if (Input.GetAxis("Mouse Y") > RotateThreshold || Input.GetAxis("Mouse Y") < -RotateThreshold)

            {

                Vector3 originalPos = cameraT.position;

                Quaternion originalRotation = cameraT.rotation;

                //transform.RotateAround(角色位置,摄像机.transform.right,-rotateSpeed *Input.GetAxis ("Mouse Y") );//绕角色位置这个点,绕Y轴旋转. 注意:旋转的时候不能一直在修改相机的位置,造成旋转错误.

                cameraT.RotateAround(playerT.position, cameraT.right, -UpDMoveSpeed * Input.GetAxis("Mouse Y"));//绕角色位置这个点,绕Y轴旋转. 注意:旋转的时候不能一直在修改相机的位置,造成旋转错误.

                //如果旋转超出范围,将属性归为未旋转前的值,就是让旋转无效

                float x = cameraT.eulerAngles.x;

                if (x < 10 || x > 80)

                {

                    cameraT.position = originalPos;

                    cameraT.rotation = originalRotation;

                }

                offset = cameraT.position - playerT.position;//旋转后摄像机位置改变,更新摄像机与角色位置偏移

                //===上下旋转====

            }

            cameraOriginalRotation = cameraT.rotation;

        }

    }

    /// <summary>

    /// 鼠标超过屏幕移动

    /// </summary>

    void MouseExceedScreenFrameMove()
    {
        if (Input.mousePosition.y >= Screen.height)//forward
        {
            updateCameraPos(Dir.f);
        }

        if (Input.mousePosition.y <= 0)//back

        {
            updateCameraPos(Dir.d);
        }

        if (Input.mousePosition.x >= Screen.width)
        {
            updateCameraPos(Dir.r);
        }

        if (Input.mousePosition.x <= 0)//right
        {

            updateCameraPos(Dir.l);
        }
    }

    void updateCameraPos(Dir d)
    {
        Vector3 dir = NGUIRoot.Instance.GetSreenDir(d);
        Vector3 pos = cameraPos + dir * CameramoveSpeed * Time.deltaTime;
        cameraT.position = pos;
        //Debug.LogError("Dir == "+ d);
    }
}



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